Tuesday 21 August 2012

Furioso's, Psychic Shriek & Math Hammer......

OK so I've had an idea of sticking a furioso Librarian dreadnought in a drop pod and was wondering which of the new psychic powers would best suit the old fella......

Well lets face it the Librarian is that great at shooting......outside of his psychic powers he has a single storm bolter.....wooooooooo......

So how best to augment his first turn arrival than with a meaty hard hitting psychic power...

Looking at all the possible shooting powers both from the codex and the 6th BRB.....

I'm not going to list them out.....basically I make 11 shooty type powers available to a psychic mastery 1 Librarian....

If you want to cause a single wound then Blood Boil is the favourite....it auto hits and auto wounds and is the equivalent to AP2...

If you want to strike a vehicle (or several) then the Strength 8 AP1 Blood Lance is the only real option....

However if you want to single out a unit and cause as many wounds as possible then you're choosing between Shockwave and Psychic Shriek.......lets look at these:

Shockwave would be awesome if coming down in a drop pod amongst several foot squads of IG or  nid's however its far too unlikely to be rolled for, and you'd be much better off being armed with a frag cannon in such circumstances.....

Psychic Shriek has the potential for scoring a templates worth of wounds to even the most Ld sound forces in the galaxy...

Now providing the psychic test and rolls to hit work out all right then on the 3D6 there's a....

90% chance of scoring 7 or more......... look out Ogryns and Gargoyles
83% of scoring an 8 or more..... Orks and Guard, this could be painful
74% of scoring a 9 or more....... Grey Hunters? Trygons? Tau? are you listening?
62% of scoring 10 or more........ This is now getting better with a 62% chance of killing at least one Space Marine or killing 4 Gargoyles, 3 Orks or 2 regular Space Wolves.....

50% chance of scoring 11 or more......that's a 50% chance of forcing at least one Chaos Terminator to take an invulnerable save....not to bad....
38% of scoring 12 or more.....rks
25% of scoring 13......
16% of scoring 14......
Then after that you'll be very lucky so make the most of it.....

But would you take a 25% chance of scoring 3x AP2 equivalent wounds to a Chaos terminator squad, 4x marines, 5x Trygon wounds, 6x dead Orks or 7 Gargoyles or 10 Grotesques.....

Interesting, however I can't help but feel one is better off using buffing powers for a Furioso, 

Enfeeble would be quite good but the rest of the biomancy line are pretty much redundant on a Furioso, +D3 Attacks would we good, but just take might of heroes instead......

Divination would be cool it could be worth the risk to get a 4+ invulnerable save, that's pretty good with AV13 front armour.......if you don't get it then take the rerolls to hit from Prescience...

I love the idea of trying to roll puppet master with the primaris as a back up......all in all I think one might be better off just taking Shield of Sanguinius and Might of heroes, I also like the idea of Fear the Darkness to run a squad off the board turn 1 but I'll have to try that......

For me though if you're expecting infantry then you should definitely take the Frag Cannon/ heavy flamer combo.....this can score some horrendous wound volume on even the toughest of infantry....









Friday 17 August 2012

Killing T9 MC with Psychic Powers...


Doesn't it just seem that every army that one faces nowadays is really tough to wound?  Nob Bikers continue to be ridiculous, Nurgle's guys take time to chew through.....but even worse than that are Tyranids with Iron Arm....oh my, do they take a some licks.......I know its not guaranteed, but you can guarantee that's the first power that MC rolls on the Biomancy table is a big fat 1....and to make matters worse you can guarantee that D3 is coming up as a solid +3 T......geeez it just gets your goat.......But help is at hand, all is not lost........we got something that's going to hurt none the less....

At the moment most of the web commentary on 6th Ed Psychic Powers has been extolling the virtues of Biomancy and Divination, e.g. Tyranids rolling Iron Arm or of Paladins benefitting from Prescience...
Yet I'm amazed that no one is really talking about Telepathy, it's my personal favourite......both for fun and effectiveness....
Why? Well of the 4 Warp Charge 1 powers available, yes two suck, another is very conditional (anti-fearless) and the good one has only a 25% chance of being rolled with psychic mastery level 1.
The good one Puppet Master, is amazing, every turn having an opportunity to riddle your opponents troops with bullets all fired by one of his own units....imagine...
"Hey Mr Leman Russ battle tank turn your ass around and shoot that blob squad".....
"Hey Loota's why don't you shoot the heck out of the rear armour of that wagon"......
"Hey Mr Vindicare Assassin.....why don't you shoot Mr Draigo with shield breaker".....
Just for the meta gaming potential this has I think its amazing......but heck its only a 25% chance.....
Now if you're a mastery level 2 Psyker well you now have a 50% chance of getting something good.....Invisible death company? Invisible Furioso librarian anyone? or perhaps you've always been jealous of the inquisitions grenades, ever want the equivalent of Psychotroke Grenades? Who wouldn't......
However unfortunately whilst really fun, these are not reliable enough for tournaments......having a 50% chance of making a HQ psyker unit a lot less effective is a considerable risk.....
So how about the Primaris power? What does Telepathy give you?
Psychic Shriek......if successful your opponent tests against their Ld on 3d6, if they roll over their Ld value then they take the difference in wounds.......WITH NO ARMOUR SAVES ALLOWED.....
This bad boy is effectively AP2.......why would anyone take a power like Smite? Smite 4x Str 4 AP2, with separate rolls to hit and to wound this is going to struggle vs. high toughness opponents....
Roll to hit as normal <12" then Psychic Shriek just skips rolling wound.......its auto-stripping wounds off your unit......
OK so attacking a Ld8 Infantry squad might sound tempting, but this power, this power is really going to excel at stripping those T9 Monstrous creatures.....Ld 7 Carnifex take d6 wounds on average, Ld 8 Trygon, you too.....this spell is ideal for anti xenos.......yes F'n'P can still nerf you, yes invulnerable saves are still allowed.....but still.....soften it up with a psychic shriek and then melta bomb its carapace down to primordial soup...

And for all those horrid 2+ save units out there.......ok 5 man Ld9 Terminator squads you feeling confident? How many times have you rolled a 9 on just 2d6.......go ahead take your invulnerables.....Sanguinary guards with no invulnerable save........eeeek......you guys need to be running with a priest as standard ....always!4

Regular Marines or Bike Squads.......you better just stay well out of the 12" range because you'll take a couple of wounds from this unless you pass your 6+ deny the witch....good luck with that.....
So how about 2x Blood Angels Librarians, both with Psychic Shriek, perhaps one with Prescience put him with some hitty, perhaps throw melta bombs on him too....then throw him out of a strom raven anywhere within range of the enemy's toughest units.........nice.....could stop and do the math hammer but for sure this is going to give people some serious headaches.....and people complain about the doom of malantai.......

Tuesday 14 August 2012

1500pt LGS Results and Performance


First let me say I had a fantastic day on Sunday, lots of cool people and very cool games....

6th Edition is beginning to bed itself in......

Made a few changes to the list prior to registration, I dropped out the two flamers in favour of an autocannon in the IG mini-blob squad......the effect of this I'll cover later.

Also at the end of my review of the Tournament I'll post some info on how the list performed ....(something you don't often see often enough imo)....

Unfortunately I didn't get any pictures of the day but if I come across any I'll post them up....

First congratulations to Mike who won the Tournament with his Mephiston pure BA list; Mephiston single handed, slayed an Ork special character to score huge boost to his tournament points in Game 1, then success in Games 2&3 saw Mike the days champion overall, so well done.

As for my own personal review:

Game 1. Daemons (no allies).....Dave (Mike's Bro)

Oh boy and using fresh White Dwarf rules for flamers too.....I have a real mixed record against daemons and generally I've found it can be as simple as which half of their army comes down first turn........in this case Dave got his chosen half so it didn't look promising, Dave won the deployment roll and elected me to go first.....

Mission: Capture 2 randomly determined objectives............from 5 objectives were set up on the board by the Guardians of Tyr (GoT) tournament organisers.

I felt reasonably confident with this mission, with most of my army beginning the game in reserve I wouldn't be vulnerable to awful Breath of Chaos templates........(a nice nerf for zooming flyers to be able to permanently avoid it too!)

First Turn...
I began the game by positioning my Land Raider on my left flank and with my 21 man mini blob squad spread out to the max in a three deep matrix trying hard to protect the Commissar as best as possible, with nothing to shoot at it was an easy turn, one of my objectives was in my deployment the other in my opponents..........the Daemons came down in the safe open ground right in the middle of the board......Lord of Change deep strike mishapped onto my Land Raider and got placed in the furthest corner away to my right.
The Flamers and Horrors opened up on the face of the blob squad reducing the squad by 12, the Lord Commissar and the remains of the squad remained resolute and stood firm...

Objectives held 1 - 1

Turn two....
Storm Raven flies in carrying the GK being sure to zoom and get all 4 weapons to open up on the Flamers.......the flamers were reduced to a single daemon with one wound remaining.......which was quickly removed by a guardsman's vengeful lasgun round.
The Land Raider delivers a lucky Las-cannon shot to the face of Soul Grinder spraying its tainted mass across the battle field, sweet..........
The first out flanking Vendetta flies over the battlefield strafing plague bearers on route to deliver the PCS to the enemy objective........
In Dave's Daemon's turn a load more deamons arrived from the immaterium with little effect

Objectives held 2 – 1

Turns Three & Four
GK disembark and start chewing through the plague bearers and horrors in a disordered assault.....some really poor knowledge of my army let me down here.......forgetting Preferred Enemy (Daemons) in both shooting and assault, forgetting hammer hand, forgetting to apply rad grenades.....not to mention forgetting psy-cannons are only  Assault 2 on powered armoured guys....ooops.....but the sons of the Malleus butchered nurgle and tzeentch alike.....however it might have been quick enough to save the Lord Commissar and remnants of my carpathian guard from being assaulted and eaten by a Slaaneshi fiend......something that could well have been stopped had I remembered that one needs line of sight to charge a unit.....or in fact that they can overwatch the attacking fiend....or that a Lord Commissar gets an invulnerable save....6th Ed is taking its time to sink in.....

Game finished 1 - 2 on objectives, one more turn......if only I could have got through the assault in turn 3 a little quicker........I'm going to have to write up some flash cards with special rules on....

Game 2 Capture all 5 Objectives vs Mr Towers and his Nob Bikers/ Dakka Jets.......

Huh....turn 1 to 5 the entire army shoots the Nob bikers, the Nob bikers eventually die other weak orks on bikes seize 2 objectives, game ends in a draw 2 - 2 great game but seriously frustrating......

2 Vendettas, an assault cannon Storm Raven with psy-cannon bolts and hurricane bolters, 10 GKs and a blob squad shooting the crap out of a bunch of smoke clouded 2 wound feel no pain suck ass characters......geez it was a real slog T5, Armour, Cover and then feel no pain after that....again didn't make good use of Hammer Hand or rad Grenades, lost the Justicar to Overwatch in sloppy attempt to single out the pain boy....and they're characters....so it didn't make a difference....

Game 3 Good Ol' fashioned annihilation vs a 4 M/C with Doom of Malan'tai.....
This final game was close to a breeze, 3 Untouchable flyers zoomed around the board shooting the crap out of the MC's.....the annihilation rules held back my opponents urge to run his tervigon spawn spam which allowed me to concentrate fire onto the big guys..... won 6  - 3 in turn 4 due to reaching the time limit.....I put the slow game down to my opponents excessively heavy monstous creatures....it certainly took a long time to move them once they stared dying.........

In terms of unit performance lets review my list:

Lord Commissar ......although it was never the intention Mr Commissar found his way into fisty cuffs alot.....one thing I'd not accounted for is that he can no longer be singled out (by a non-character anyway) so in future a powerfist wouldn't go a miss, this is a massive change from 5th Ed...a Lord Commissar is now the cheapest HQ in the IG codex well if one was taking a Commissar anyway.....and he can get a str 6 ap 2 unwieldy weapon for 15 points...not bad, with WS5 and Ld 10 aura of discipline he's a nice option.

Blob squad.....was a massive fire magnet, I really underestimated how much people are drawn to its squishiness.....I play my unit quite aggressively and tend to ignore cover for favour of pushing the squad forwards.....perhaps making them up to 30 men would be an idea....however the idea of downsizing to another vets squad and releasing some points to upgrade the Land Raider to another Storm Raven well I think I can do better....for me in 6th Ed the blob has a job as a fire magnet but it will die in droves.....taking special weapons is difficult flamers are going to be lost in your first round taking wounds if they're nearer the edges of your unit....plasma guns are the way forwards....desperately trying to find a way to get a blob squad preferred enemy....

Vets and Vendettas......like in 5th but invulnerable to all but the luckiest of opponents...take as many as you can afford.....take heavy bolters, one needs another weapon to shoot at 18+ inches, at less than 12 they provide an anti-troop option......don't be shy take the upgrade

Inquisitor very cool, I'm always surprised to see just how many attacks this guy can get......gunslingers is fun with 2x ap2 weapons.........however there seems to be so much stuff that gets an invulnerable save, an incumbent cover save or feel no pain that even ap2 is not what it once was.....sticking with one of then isn't a bad idea.....but with the abundance of T5+ things out there the scythian venom talon is equally appealing with 5 attacks on the charge wounding on 2+ is quite attractive....a force weapon could be a reasonable buy too with rad grenades and hammerhand giving the +2 strength effect....gunslingers is just for fun and not for tourneys.

GK with psy-cannon bolts are amazing (even when one forgets to reroll 1's vs daemons....)

Land Raider....is nice but the Storm Raven is sooo much better now......the Raven's superior in every aspect....and then some....yes they can get taken down by Vendettas...but coming on from reserve blasting away with 4 weapons at one target and a twin linked multi melta at another target is quite amazing.....Sorry old faithful there's a new kid on the block and he's coming all guns blazing

Storm Raven.....as mentioned he's amazing.......with psycannon bolts and hurricane bolters this bad boy has the equivalent of 4 T/L heavy bolters at inside 12".....add the rending Str7 assault cannon....the Blood Angels version doesn't suit the same anti-troop role I see it as dedicated anti-armour with a T/L las, plus gets to fire off 2x str 8 ap1 rockets and a twin linked multi melta on the first two turns from when it arrives......the beauty of coming on from reserve with so much fire power is that one can take out most of the serious opposition before it gets to shoot back.......

My full reserve list will be coming back....with a whoooooooossshhhhhh neeeeeaaaaawwwooooww dakka dakka dakka :0)

A long report thanks for reading this far.......









Sunday 12 August 2012

IG with GK Allies 1500 @ LGS Tournament

Today we have the Guardians of Tyr WH40K Tournament at the local games store (Wargames Workshop, Northampton, UK).....

It's a 1500 point tournament as part of the Guardians of Tyr's WH40K series; where gamers can accrue points throughout the year in a kind of open league system....more information can be found on the Guardians of Tyr's website, see my external links section...

Today (after much deliberation) I decided to play as my avatar (not the eldar kind) with Imperial Guard and the primary detachment and my Xenos Inquisitor allied in....

So my list for today will be...

Total Points 1500

Primary Detachment: Imperial Guard (610pts)

HQ 
Lord Commissar - no upgrades

Troops
Vets Squad - Demolitions, 2 Flamers & a Melta gun

Platoon Command Squad - 2 Flamers & a Melta gun

2x Platoon Infantry Squad - Flamer each

Fast
Vendetta
Vendetta

Allied Detachment

HQ
Xenos Inquisitor  - 2x Needle Pistols & Rad Grenades

Troops
10 Grey Knights - 2x Psycannons, 7x Halberds, 1xFalcions, Psycannon Bolts

Fast
Storm Raven - Hurricane Bolters, Extra Armour, Psycannon Bolts

Heavy
Land Raider - Multi Melta

My plan will be to start with a combined squad and the Land Raider on the table, out flank with the   Vendettas and normal reserve for the Storm Raven....

The list is a little weak on Melta I Hope the LR, SR and Vs can manage any anti-tank duties...the missions favour infantry heavy lists so I hope to counter this potential with serious dakka from the SR and GK squad, then torch the rest with the IG.....hopefully anyway....



Saturday 4 August 2012

Compensating for the Initiative Nerf to Furious Charge

Ok...... So its been around a month now.....so I guess its time to put to put the new rule book down and to take time to adjust my angry red Assault Marines to this new edition.....

Codex Blood Angels suffered quite a bit from the update; however I don't plan to dwell particularly  on how painful some of the changes are, instead over the coming weeks I will be posting my musings on how BA players can adjust their lists to stay ahead of the meta-game.  For example I expect to see Dante to be cruising around in a Storm Raven a lot more, accompanied by his Guard and Battle Bro's dishing out the pain on a table near you!!



First up....managing the Furious Charge Nerf....

By far the biggest nerf to my BA play style is the loss of the Int bonus that was given by Furious Charge in 5th Ed....

So let's de-construct why the initiative bonus of 5th Ed's Furious Charge was so attractive.... and then look to how we can all try and replicate these benefits in 6th....

Ultimately attacking at a higher initiative makes ones units much more durable in close combat....

....to risk spelling out the obvious the reason for this durability is because we can kill our opponents models before they can strike back, therefore denying your opponent their attacks....

Now in 6th Ed this avenue is practically closed for BA units, attack denial is hard to come by; with the exception of using HQ units or the Warp Speed Biomancy buff there's little that can be done....Hammer of Wrath although conditional is all that's left...

So where else can a close combat advantage come from in 6th?

Lets take a look at the game mechanics for the assault fight sub-phase:

  1. Each model has a designated number of attacks at their Initiative step
  2. Roll on WS to hit chart
  3. Roll to wound
  4. Take saving throws

Step 1:  Attacks & Initiative

As discussed above denying your opponent attacks is really hard for BA in 6th; however our best units can still reliably get more attacks ourselves... Chapter banners, Sanguinor's Aura of Fervour and Might of Heroes, Blood Talons.... none of which are new to 6th btw.

Delivering your assault troops to the door walking in order to enable Hammer of Wrath to get the Int 10 hits in  is the only option we've got to starve those MEQs of their swings.  Storm Ravens are an assault transport remember, so a unit can ride 6", disembark 6" assault 2d6" with a reroll and still get their HofW hits in.

Alternatively equip everyone with a 2+ save and an unwieldy weapon and ride out your opponents attacks until Int 1, Sanguinary Guard and terminators being the obvious choice.......as terminators can't be chosen as troops, the Sanguinary Guard are the only real proposition for me.....

Step 2:  Rolling to hit

BA are possibly the only loyalists with a (pseudo) Fear causing unit, most opponents will be hitting our BA on a 4+, however for 25 points we could have our opponents hitting us on 5+....

Sanguinary Death Masks are currently a risky expense, as most of the Int 4 stuff we'd want to use the masks on are unlikely to fail the prerequisite Ld test (fearless units must still test btw)...unless of course we can modify our opponents leadership in some way.......PBS as allies perhaps?

Opponents hitting on a 5+ can also be achieved through the telepathy line an Epistolary could make an entire unit invisible which could also reduce our opponents to WS1.

My biggest problem here is whilst it sounds good, applying WS1 to ones opponent is very conditional and very unlikely to be army wide.

In our arsenal we still have our rerolls to hit from our Chaplains and Master Crafted Glaives, Preferred Enemy from our Librarians with Unleash Rage, and through Divination a BA Librarian can reliably get rerolls to hit from Prescience.

Step 3:  Rolling to Wound

Rolling to wound can still be quite reliable thanks to the +1 Str bonus on the charge.  Having a model armed with lightning claws isn't a bad idea either.

Biomancy can give some pretty nasty toughness nerfing through Enfeeble, when combined with the +1Str from the FC USR means wounding MEQs on 2+ in a similar manner to the rad grenades and hammer hand combo from the GK codex, throw in an Ordo Xenos inquisitor into the same melee and you could get a -2 toughness opponent...problem here is that Enfeeble is a 1/6 chance and GK aren't Battle Bro Allies so timing is tricky.

Denying ones opponent an easy to wound roll isn't that easy, Bike troops aren't available to BA so only through allies, which isn't too bad an idea.....cavalry are even more alien to us....again allies would be the only source of T5 scoring joy.

Step 4: Armour Saves

Denying your opponent an armour save is obviously the ideal, so maximise power weapon load outs, however the changes to wound allocation and the creation of AP3 power sword wound pools means that we don't have to wait to Int 1 anymore unless you're going to be packing anti-terminator close combat kit.  

I believe the power sword & melta bomb combo is now the sporting choice in an Assault Sgt's war gear.

Feel no Pain helps BA marines out a little with a 1 in 3 chance of over turning a failed save isn't too bad; providing a 5+ pseudo invulnerable save versus anything strength 7 or lower is also pretty neat too.



Summary

Storm Ravens are needed more than ever to get our guys through the assault phase safely, they provide mobility whilst preserving HofW ftw.

Sanguinary Guard will provide some innovative combinations, especially when taking death masks, their 2+ save and Dante making them troops is a nice option.

Librarians are going to be even more of a must, my personal favourite Telepathy is going to open up some neat combos.

Allies to help us through IG PBS, Wolves and Bikes, GKs with Rad grenades...

This is going to mean a very low model count........